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Brand Iteration Lab Active Development

Help shape the
Mischief brand.

The Mischief Gaming Studios visual identity is currently in active iteration. Three concepts are under consideration — each representing a distinct creative direction. Cast your vote and help determine which resonates most with the community.

Concept A
Logo Concept A
The Command Center
Technical authority — multi-screen setup communicates a systems-engineering identity.
Concept B
Logo Concept B
The Launch Sequence
Energetic and playful — the pixel burst signals creativity and rapid game iteration.
Concept C
Logo Concept C
The Circuit M
Bold and iconic — the circuit-board M anchors the identity in precision and tech.

One vote per browser. Click your vote again to remove it and switch.

Our Mission

At Mischief Gaming Studios, we specialize in engineering immersive, systems-driven experiences using Unity 6 and Modern C++. Our development philosophy centers on modular architecture, performant game loops, and scalable logic, ensuring that every title — from rapid prototypes to full-scale simulations — is built on a foundation of clean, industry-standard code.

Our Titles
Active Development
Active Development
Phase: Systems Architecture & Prototyping

Treasure

Treasure

Architecting a 3D exploration and collection game leveraging the advanced rendering capabilities of Unity 6. Engineering high-performance visual effects using the VFX Graph and a decoupled ScriptableObject-driven architecture for inventory systems, optimized for future Netcode integration.

Unity 6 (LTS) C# VFX Graph
Beta
Phase: Data Persistence & UX Refinement

Farm Life

Farm Life

A systems-heavy simulation game featuring a grid-based farming engine and JSON-based Save/Load systems. Currently polishing the user interface and refining the ScriptableObject content pipeline for crop growth cycles.

Unity C# JSON Serialization
Feature Complete
Phase: Cross-Platform Maintenance

Evil Wizard (Web/CLI)

Evil Wizard Web

A sophisticated RPG engine featuring inheritance-based character classes and a modular combat state machine. The WebGL port is optimized for zero-latency browser deployment with a fully responsive terminal-style interface.

Python WebGL
Beta
Phase: Feel & Juice Polishing

Racer Stars

Racer Stars

A high-speed arcade racer utilizing Unity's Wheel Collider physics and custom torque curves. Features a modular race-manager system and AI waypoint navigation. Currently refining vehicle handling and implementing the New Input System for full gamepad support.

Unity C# New Input System
Beta
Phase: Polishing & Performance Optimization

Vampire Survival

Vampire Survival

A 'bullet-heaven' survival game focusing on Object Pooling and mass-entity management. Features a custom collision-handling system to support hundreds of concurrent on-screen enemies. Currently undergoing balance tuning and optimization of the Observer-pattern power-up matrix.

Unity C# Object Pooling
Beta
Phase: Interaction Polishing & Asset Integration

Store Simulator

Store Simulator

A first-person management simulation focused on inventory logistics. Features a Dynamic UI system for pricing and a Raycast-based interaction layer. Currently refining NPC navigation and expanding the scalable 'Item Class' hierarchy.

Unity C# Raycast Interaction
Beta
Phase: UI Polish & Rule-Set Balancing

Card Battler

Card Battler

A strategic card-combat game built on a modular State-Machine architecture. Features a data-driven card effect system and an AI 'Decision Tree.' Currently focusing on visual feedback for 'chain-reactions' and balancing the status-effect stacking logic.

Unity C# State-Machine Architecture
Technical Expertise & Tooling
Engine Core
Unity 6 (LTS), C#
Entity Management, Object Pooling
Graphics
VFX Graph, Shader Graph
URP, ProBuilder
Systems
ScriptableObject Architecture
Finite State Machines (FSM), AI Pathfinding
Workflow
Git / GitHub, Blender
JSON Serialization, Asset Pipeline